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Unity broke the scene, hangs when started.
No, this is no "infinity-bug" on my end. It happened in the editor without touching scripts.
So... We've been working fast paste on a prototype for a client. Basically after exiting "Play-mode" in the editor, I noticed there were 2 instances of the same prefab in the scene (changes made to one made equal changes to the other). Confused about the situation, I removed one of them, which caused both to be removed and I got some "ID == 0" something something error. Unity then crashed (as it does 10 times a day) and now when I try to start the scene it just sits there loading...
Since this was a fast prototype, no there were no backups made yet. Is there some way to fix corrupt scenes? There is no fucking way in hell I restart from the beginning. (Yes, I am currently flipping every table available).
Thanks for the help.
UNITY STAFF! If you read this, give me a mail where I can send you the scene in question and you'll have to manually fix it. As I said, I CAN'T START FROM THE BEGINNING WITH THIS since a strong deadline is approaching. Fix it, please.
Part of EditorLog:
ExecutionEngineException: SIGILL
at (wrapper managed-to-native) UnityEditor.AssetDatabase:OpenAsset (int,int)
at UnityEditor.AssetDatabase.OpenAsset (Int32 instanceID) [0x00000] in <filename unknown>:0
at UnityEditor.ProjectBrowser.OpenAssetSelection (System.Int32[] selectedInstanceIDs) [0x00000] in <filename unknown>:0
at UnityEditor.ProjectBrowser.AssetTreeItemDoubleClickedCallback (Int32 instanceID) [0x00000] in <filename unknown>:0
at UnityEditor.TreeView.HandleUnusedMouseEventsForNode (Rect rect, UnityEditor.TreeViewItem item) [0x00000] in <filename unknown>:0
at UnityEditor.TreeView.OnGUI (Rect rect, Int32 keyboardControlID) [0x00000] in <filename unknown>:0
at UnityEditor.ProjectBrowser.OnGUI () [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
Well i guess you learned the hard way that backup is always neccessary.
Assu$$anonymous$$g you're not using source control? Have you tried creating a brand new project and importing the assets into there?
If the deadline is tight I'd suggest starting over. You can submit a bug report with the project to unity, but there is no guarantee that they will provide a fix before your deadline.
On that note, I'm off to make a backup of my own work. Been a couple of weeks.
Oh yeah, but don't we just learn why they're so important just when we need them the most? :)
Yeah actually I started working on it yesterday and stayed up pretty much all night. The reason I don't accept this is that they (Unity dev-$$anonymous$$m) most have some kind of plan for this. The fact that Unity crashes every single day in larger projects and in worst case corrupt hours of work is just horrible. Backup is something you should always have, but a product for thousands of dollars should not rely on that. I don't buy a new car for $20k and accept that the wheel might just randomly fall off. If the manufacturer would answer me "But you must always have a spare wheel!", I'd flip all tables visible. ;)
Well well, luckily all prefabs were left unharmed so I got most of it back together. But I'll keep this question up because there $$anonymous$$OST be a worst-case-plan for the Unity-$$anonymous$$m to handle this BS.
Thanks peeps!
Answer by smoggach · Aug 08, 2014 at 09:12 PM
Did you try deleting your Library and Temp folders?
Temp-folder is gone but library is still there. How would killing that help? Actually I stayed up all night and redid most of it (still had all the prefabs etc., so it was maybe 30% of the work to reassemble the scene).
Answer by Graham-Dunnett · Aug 13, 2014 at 11:29 AM
Please submit a bug report that describes in more details what you think is the problem, and any steps you did prior to the crash. Include your project. The QA team will take a look and see if there is a bug responsible for this behaviour. There is no service level agreement for bugs. We do have commercial support services and consultancy available.
I've had this same problem myself a few times now. At first I thought it was to do with large textures and big scenes. I found that removing the scene and .meta from asset folder allowed me to start the project again but I couldn't load the scenes.
I tried everything to get the scenes to work again. One guy even told me to delete all my fonts but it didn't work. Then when I was reconstructing my scene I noticed clicking on one particular prefab asset (my player) would crash unity. I manually removed the player from the asset folder and I was able to open my scenes again.
I then exported and imported a player prefab from a previous version and it worked. Trying to export and reimport the see$$anonymous$$gly broken player prefab didn't work, it crashed again, so I stuck with the older prefab and just adjusted my public values to what I remember them being.
Just to be scientific about this, I should say I also commented out some code for public Audio Sources which I was using to find audio attached to the player, as well as removing the audio.Play() lines (could that be anything to do with it really? I don't know).
Same problem happened to me with newest unity version. 5.6.0b6
unity $$anonymous$$ error occurred while loading
$$anonymous$$y whole weeks work gone.
So blame myself? Well, unity is too severe.
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